/Unity-CignalRP

模仿URP,从0开始实现自己的一套RP

Primary LanguageC#MIT LicenseMIT

Unity-CignalRP

学习URP, 实现自定义的渲染管线

预计实现:

  1. 尽可能使用同一个相机渲染 场景和UI
  2. normalbias推近多少合适?
  3. 为什么使用hdr时候,会对于gamma/linear有影响?也就是会导致画面变暗?
  4. 为什么shadowmask下 min(bakedShadow, realTimeShadow);是这种实现方式?
  5. 为什么shadowmask下是lerp(1)开始? 因为采样的阴影其实最终在计算光影的时候(IncomingLight)都是转换为衰减做 乘法 计算的,某个片元完全在阴影中,则衰减为0,最终颜色就比较黑,不在阴影之内的片元,则衰减为1,意味着衰减越高颜色越亮。用阴影强度和衰减来说的话,就是强度越低衰减越高.代码中根据强度返回衰减,自然是Lerp(1)

学习资料: 0. https://github.com/phi-lira/UniversalShaderExamples

  1. https://edu.uwa4d.com/course-intro/0/282?purchased=true
  2. https://catlikecoding.com/unity/tutorials/custom-srp/
  3. https://github.com/3-Delta/Unity-Urp
  4. https://learnopengl-cn.readthedocs.io/zh/latest/01%20Getting%20started/04%20Hello%20Triangle/
  5. https://edu.uwa4d.com/course-intro/0/283
  6. https://www.zhihu.com/column/c_1237044646569447424
  7. https://space.bilibili.com/7398208/video
  8. https://www.zhihu.com/people/zilch-5/columns
  9. https://www.zhihu.com/people/luckywjr/posts
  10. https://www.zhihu.com/people/yang-yang-90-83/columns
  11. https://www.zhihu.com/people/xiao-shi-chang-23/posts 引擎
  12. https://www.zhihu.com/people/tomxx/posts
  13. https://www.zhihu.com/people/cris-66-91/posts
  14. https://www.zhihu.com/people/jeff-wong-92/posts
  15. https://www.zhihu.com/column/c_1189143258499133440 软渲染
  16. https://baddogzz.github.io/page2/
  17. https://github.com/Maligan/unity-subassets-drag-and-drop
  18. https://www.bilibili.com/video/BV1aJ411t7N6?spm_id_from=333.999.0.0
  19. https://www.bilibili.com/video/BV1X7411F744?spm_id_from=333.999.0.0
  20. https://www.bilibili.com/video/BV1Wv41167i2?spm_id_from=333.999.0.0
  21. https://www.bilibili.com/video/BV1Ea4y1j7gu?spm_id_from=333.999.0.0
  22. https://www.bilibili.com/video/BV1ca4y1W7wN?spm_id_from=333.999.0.0
  23. https://learn.u3d.cn/tutorial/ilruntime
  24. https://zhuanlan.zhihu.com/p/265463655 lightmap
  25. https://zhuanlan.zhihu.com/p/37639418
  26. https://www.zhihu.com/people/ou-ji-li-de-fan-shu-34/posts